I’m an experienced 3d environment artist who has been creating motor racing circuits for race simulations since 2006 and I have worked professionally at Reiza Studios since 2009 as well as undertaking contract work for other clients, including Image Space Inc. I’ve created all types of tracks from the smallest club circuits to F1 tracks. From modern day tracks with extensive reference material, to historic circuits no longer in existence with limited reference.
I specialize on the terrain modelling. Paying extra care and attention to getting all the fine details worked into the surfaces, ensuring correct cambers, elevation changes and bumps on the roads, as well as accurate curb modelling. All the things absolutely required for a race simulation to give the physics guys the best base to work with. That’s not to say outside of the track ribbon is neglected in anyway.
Additionally I have optimized my work flow through effective use of scripting and improved in game looks with the development of new shaders taking every last possible bit of performance out of the platform.
On the portfolio section I have highlighted a selection of the best tracks that I have created. Track builds usually take 1 to 2 months depending on the complexity of the circuits, with track side object work (buildings) being completed by others. All images are unedited and taken directly from the game.
Should you have any enquires as to professional work then you can contact me via twitter or email (edit in the underscore) below.